Jump to content

Recommended Posts

A Perilous Maze (SE/VR)

View File

This mod adds a gigantic underground maze along with a quest and a few nasty surprises, with an enslavement outcome option. Supports Simple Slavery ++.

 

Thanks to the many kind users, who have helped me iron out the kinks, and who have provided me with a lot of useful information on how to do stuff.

The latest iteration of the mod is the first version which I dare call complete, as it now has a fully formed quest structure (as simple as it might be). Version 1.0 introduces a quest giver and quest items which will trigger the quest for finding the mysterious labyrinth and the treasure (or just a honeypot?) inside. You might want to find these by chance, when you don't expect it, or, if you can't wait, read the spoiler below. In any case, the revealed map marker in now hidden, in 1.0, until you get close to the entrance.
 

Spoiler

The quest giver is a woman named Patricia Laqueus, who resides in the Bee and Barb inn in Riften. Strewn all over most of the other inns and taverns of Skyrim are a number of books named "Notes of Ricard Stowdel", which will also trigger the quest.

 

If you successfully find your way through the maze, the mod will try and hand you off to Simple Slavery ++ (unless you resist).
WARNING: When captured, all your belongings will be taken from you, including quest items, and stored in a chest in the fort. I recommend making a backup save before entering the maze.

 

Description:

 

Rumor has it that there is a hidden maze in the vicinity of Riften, which harbors treasures beyond imagination. Intrigued by this rumor, looking for more clues, you are able to purchase a notebook from a mysterious woman who claims it is related to the treasure. Filled with dreams of fame and wealth, equipped with a rough map, you set out to find it. And find it you do, but soon you realize that that your in for more than you bargained for...

 

Hard Requirements:

 

ZAZ8

 

Sexlab Framework (for v1.0d and lower)

Devious Devices 5 (for v1.0d and lower)

and all their respective requirements.

I suspect some of these requirements aren't really needed (I added them at a time when I didn't really know what I was doing), but I'm afraid to remove them, because I used some of the furniture and restraints and I can't figure out how to determine what plugin the used assets stem from. Advice welcome.

 

Soft Requirements:

 

Simple Slavery plus plus

Immersive Jail Bars – for more realistic jail bars at the fort (and everywhere else in Skyrim, too)
Ambient Slaves – adds various affiliated Frostbite Clan outposts throughout Skyrim and Solstheim (purely cosmetic mod)


Since it is fairly easy, in the Creation Kit, to accidentally include masters which are not necessary (the column is narrow and many files have similar names), it has happened, and it can happen again, that I accidentally include masters which are not needed. If you notice that this is the case, i.e. if something is required which is not on the list above, nor is it a requirement thereof, this is most likely an accident, please let me know and I'll fix it.

 

For a more challenging experience, please make sure to deactivate all quests in your journal, as otherwise quest markers will point you to the exit.

 

Features:

 

- A quest giver or found quest items will point you to the general area where the hidden entrance to the maze is

- The entrance is well concealed, so don't give up too easily

- For gameplay reasons, fast travel is disabled in the cell with the entrance (outgoing, incoming is fine, once the map marker is revealed). The same goes for the exit.

- Unlike most other dungeons in Skyrim, this one is almost completely dark, so don't forget to bring torches or equip appropriate spells and/or potions

- You will also need a lot of lockpicks (if your lockpick level is low) or an open-master-lock spell (two expert and one master locks at the exit, other than that, movement throughout the maze is unimpeded – the whole thing is one big cell)

- Finding the exit should be fairly difficult, so far very few people have reported having found it. If you want to cheat, you can:
 

Spoiler

use the console command: coc perilousmaze
It will put you right in front of the exit.


- Compass is still enabled for now, as I don't know how to block it. So is the local map, so you'll have a little help, although thanks to the two levels projecting over one another, the map isn't too useful.

- story pop-up windows

- Some hostile creatures in the maze

- An insidious mystery feature

- Thee friendly NPCs in the maze, one of whom is a quest giver with a nearly impossible quest

- A fortified slaver hold at the exit, with slavers who will try to enslave you when exiting the maze, sending you to Simple Slavery ++

 

Planned Features:


- Multiple starting quests along the lines of what's in the description

- Jump-scares

- Deadly traps

- More voiced actors, also talking to you through a magical PA system, while you are in the maze

- Integration with Ambient Slaves

- Elaborate backstory (will be part of other mods)

- More curious NPCs inside and outside the labyrinth

- Multiple quest/enslavement/slave training options after the labyrinth is successfully navigated through (will be part of another mod)

- Additional labyrinth levels (separate cells), after the main features are working, potentially an unlimited number (hopefully regular updates)

- More poor NPCs trapped in really perilous devices within the labyrinth and at the exit fort

- much more

 

Credits:

 

philo221 - for providing me with invaluable and absolutely essential support in learning the ins and outs of modding and scripting and troubleshooting the many issues I encounter

Mister X - for fixing one of my scripts and other useful advice

jbezorg - for a lot of very useful advice on scripting

alster325 - for finding and helping me remove numerous bugs and errors

The DD, ZAZ and SexLab teams - for providing all those fabulous resources

HexBolt8 and all his predecessors for developing Simple Slavery ++, providing very useful advice, and also inspiring me to do this in the first place

Dan Ruta - for creating xVASynth, which I am about to use a lot

All of the kind commenters - for encouraging me

 

Other:

 

- I'm always looking for voice actors, female ones in particular (I know, like that's ever going to happen...), or at least someone who could take that tedious synthing work off of my hands.

- I'm also looking for a collaborator, someone who would go over my work and find errors and mistakes and who'd teach me how to avoid those in the future. Someone who'd be able to answer very specific questions on how best to do this or that, ideally providing examples. This would greatly reduce the time I have to spend on the Internet and troubleshooting, which I could in turn use for more creative work on the mods.

- I'd love to be able to spend more time doing this, so if there are any generous followers who would like to support me to be able to do that, please let me know, and I'll set up a Patreon.

 

 

Version history:

 

Spoiler

What's New in Version 1.0d

Released November 27, 2021

A minor update: the only change is the inclusion of a script provided by Mister X that replaces one of my scripts which seemed to linger even after the player exits the maze. This issue should now be hopefully resolved. Thank you Mister X! 

 

Added a Cathedral-patched version, compliments to games2xs. This might help resolve the CTD issues some people are having. 

 

What's new in version 1.0c

Included a bunch of forgotten dialogue view files the absence of which probably broke the dialogues in the previous version.

 

What's new in version 1.0b

 

Released Thursday at 02:00 PM

It has been a very long wait, but finally, I was able to finish up the next major update of A Perilous Maze. I have skipped a number of version numbers, as, for one thing, those were used internally as steps in the development of version 1.0, and for another, This newest update finally features all of the main features I had planned (and not scratched yet) for this mod, so it seems fitting that this should be version 1.0.

So, what's new?
- There is now a quest giver as well as quest objects which will trigger the APM quest to find the maze (details will follow in the mod description)
- Correspondingly, the maze map marker was hidden and will only be revealed when you're nearby

- Rebuilt the docks from the scratched version 0.7

- Added various other features to the fort (which I can no longer remember)

- Fixed a number of issues (which I also no longer remember)
 

Please Note: 

Since I have the mod deployed in my game directory unaided by a mod manager (I tried doing that and it only led to accidental deletions of current files and significant loss of progress), I may have forgotten to include one file or another, even though I took great care not to, so issues can be expected. Also, when loading an earlier modded save with the new version of the mod, all sorts of game-breaking weird issues started happening in the location with the quest giver. Using a clean save resolved all of these, so hopefully I haven't done anything terribly wrong, but still, stuff can happen I suppose. As I keep saying, I am very green, and half of the time I don't know what I am doing. So use this mod at your own risk, you had been warned.
Please let me know about all issues you might encounter. Chances are that I won't be able to do anything about them, but every once in a while, I am.
Thanks for downloading and enjoy!


What's New in Version 0.6a

 

Released February 26, 2021

The Perilous Maze is moving into alpha! The main features are in place, though some still in a very rudimentary form. From now on, you can look forward to all of them being gradually improved, more detail, dialogue and quest lines being added, more levels of the maze, more NPCs and much more.
The new features are:

 

- Enslavement event at the exit from the maze with an option to fight your way out (very hard), or submit, lose all your stuff and be sent off to Simple Slavery ++

  WARNING: when captured, all items, including quest ones, will be taken from you and stored in a chest in the manor. I highly recommend making a backup save before entering the maze!
- The slavers have been revamped and their numbers doubled (night shift)
- All slavers now have (still very glitchy, but functional) AI packages
- Two voiced slavers with the same (enslavement) dialogue – two because they are day and night shift
- Added many slaves in the manor and its slave storage facilities (you aren't really supposed to enter the manor, all of this is in preparation of what's to come)
- Navmeshed the room in the tower
- Redid and simplified all interior lights to eliminate flickering
- Added cage protection to the wall walkways (mainly to prevent NPCs from falling off, but it does give the place a more secure look and it makes it more difficult to get out)
- Added a second Portcullis in the main gate to eliminate any hope for captives to escape while people in future versions are entering or leaving the fort
- Added and/or changed a lot of stuff I no longer remember

Given the large number of changes and additions, and the increasing amounts of time required for proper testing, there is a very high likelihood of bugs coming up, which I have not noticed yet. There is no simple way for me to check whether I haven't forgotten to include some files, so please report anything you discover (except for odd NPC behavior, as long as it isn't game-breaking, which is to be expected). This version is mostly untested, so I'm keeping the older versions, too.

 

 

What's New in Version 0.5f

 

While working on the 0.6a update, I have noticed some dialogue view files were missing in the last package, what probably resulted in the dialogue with the newest NPC being broken. So while this update brings nothing new, the dialogue should be fixed. If you find any issues, please let me know. As the number of files is growing, it becomes increasingly difficult to keep track of all of them, so omissions are likely.

 

What's New in Version 0.5e

 

A minor update, adding another fully voiced NPC into the maze. This time, it's not a quest giver

 

What's New in Version 0.5d


Having seriously delved into the area of quest building, I have quickly discovered that my belief, expressed in the last update, that updates will be coming at a faster pace now, was somewhat misled. Those tutorials make it all seem so easy, but in reality, I have encountered  whole range of issues, some of which were fairly obscure (see my blog, if you want to know more), so I won't be making such promises for future releases, but I can promise, I'll keep at it. As is becoming a rule,  this update would have taken much, much longer, if it hadn't been for philo221, who helped me sort out most of the issues. So what's new?
 

- Added one fully-voiced quest-giver into the maze. It is not necessary to meet him in order to find your way out. Thanks Philo221 for the character's background idea
- Albino Spiders have been replaced by White (which I keep calling albino) Frostbite Spiders, due to an issue described in my blog
- Navmeshed the entire Frostbite Clan Manor in preparation for breathing life into it
- Added new layers of detail in the manor and an underground kitchen

 

What's New in Version 0.5c

 

Although this is, once more, just a small update, it constitutes a fairly big update to my brain, as with the new features implemented I have finally learned the fundamentals of Papyrus scripting and how dialogues are made. Form now on, progress should be a little bit faster again.

 

- Added a non-hostile NPC in the maze, with voiced dialogue. The voiceover was done in xVASynth and is still a WIP, but it already sounds fairly good.
- Tweaked the existing NPCs in the maze a bit
- Added an insidious scripted little feature in the maze. You'll have to discover what it is for yourself
- Added some water FX at the entrance
- fixed two navmesh triangles in the maze

 

What's New in Version 0.5b

 

This new version is basically the same as the previous one, only it adds some missing texture files which were causing the crashes, not only in VR, as I thought, but most likely also in SE. Only I hadn't experienced them, as the files were there, in my case, the SE folder being the one where the Creation Kit is deployed. Sorry for any inconvenience this has caused, now it finally should be working properly.

 

What's New in Version 0.5a:

 

There is only one new feature in this version, but it took the whole weekend to create:
- I set up the navmesh for the entire maze by hand, as automatic generation would always result in a crash. You can imagine how much fun that was. So you can now enjoy the company of the first maze dwellers. They are very simplistic, no scripts, for now, as there was little time for anything but making the navmesh, but they can walk about.
- I also removed most of the traders (apart from those in the courtyard), it's probably for the best if they are not allowed to wander around and kill innocent NPCs, until they are properly scripted.

 

What's New in Version 0.4e

 

As minor, as this update is, it took me an entire day to make it. I finally found where to change the properties of water, what allowed me to finally find a setting in which the visibility of the water does not extend indefinitely in VR, while not sacrificing the look of the water in SE. And I was also able to make the water look darker, both in the labyrinth, as well as in the cistern. The water issue had been bugging me ever since I first added the water, so I consider it a breakthrough. This update concludes the 0.4 version. The next one should bring first interactions with NPCs and/or quests and other mechanics. Since I will have to learn how to do all of this first, expect a delay.


- fixed water issue in VR in the maze
- adjusted water level in the maze so as not to flicker on the first step of staircases
- fixed north markers which somehow changed direction
- added new north markers in the manor and the tower
- removed the rubble pile in the sky outside of Whiterun (somehow, discarded objects from my interior cells occasionally end up here)
- made the water in the cistern much darker
- removed the mist effects as once they became apparent (thanks to the darker water), due to their upscaling, they looked very 2-dimensional

 

What's New in Version 0.4d

 

- added light FX in the manor
- extended cellar for increased slave storage
- added some devious furniture
- added the tower interior cell
- fixed the invisible barrier issue in the manor
- fixed the rebellious door on top of the tower
- removed the Devious Devices SE Patch from dependencies, as I no longer can find the link
- fixed a number of misalignments

 

What's New in Version 0.4c

 

Another small update that was extremely time-consuming.

 

- I just couldn't stand the messed-up interior proportions in the Frostbite Clan Manor, so I spent half a day resizing it to normal
- Please note, there is an invisible barrier preventing entry to the loft – I am currently investigating which object is causing this
- Fixed some unnoticed navmesh errors around the fort
- Added a few light sources in the manor (the interior is still far from finished)
- Hopefully fixed a slaver skin color mismatch issue, courtesy of verydarknut
- Fixed a bad segment in the labyrinth, courtesy of Phantom2696
Thanks guys!

 

What's New in Version 0.4b

 

This is yet another small update on the surface, but it took a lot of work.

 

- Added the interior of Frostbite Clan Manor. Still rough around the edges and the underground is yet to be furbished and the whole space lit. All doors work and connect to the outside. I wanted to make the proportions inside the house bigger, so as to correspond with the giant statures of the clan huntresses, but it seems I've overdone it, and I can't find a way how to sale all the objects without creating gaps between them, so I guess I'm stuck with this. If anyone knows about a way to resize the whole house, I'd be very thankful.
- Corrected the gap between one outer wall of the labyrinth and the edge of the water plane, thanks to alster523 for making me aware of this!
- Increased fog density to hopefully compensate for a water brightness issue on some systems and in VR. If this doesn't help, possibly I will be releasing versions with and without water, in the future. Please let me know if you like it, or if you are also experiencing the issue.

 

What's New in Version 0.4

 

Another small update, but I am calling it 0.4, as it concludes one stage of the development

- Hopefully removed the unused dependencies (to Skyrim Utility Mod, SLSFF etc.)
- Significantly improved the visuals inside the labyrinth thanks ti finally figuring out how fog really works
- The NPCs in the fort now all have different faces and are more numerous
- Adds Message boxes throughout your journey through the labyrinth

 

What's New in Version 0.3c

 

- Unsuccessful hotfix of unused dependencies
- Additional navmeshes and idle markers

- A workaround for the broken door on top of the tower. It's a mystery why it won't work. I linked the door on the wooden balcony and it works perfectly. If anyone can explain this, please do.

- Added some torches, a chandelier and two barrels

- A slave in the courtyard to dig (ATM far without any DDs)

 

 

What's new in version 0.3b

 

Just a minor update

 

- Finally made the NPCs attack. Integration with SL Defeat works well, The animation is unobstructed by the locked gate.

- The NPCs are pretty powerful, so make sure you surrender quickly (in future version there will be dialogue first

- I replaced the doors on top of the tower but they still only work one way. The top one does not even display the prompt to open. In CK the reference works, if you click the marker, the camera moves to the other door. No idea why this is happening.

 

What's new in version 0.3:

 

- Corrected four bad segments in lower level, thanks again to alster523

- reoriented exit to correspond with compass

- Replaced fully opening cell doors with the proper teleport ones, so they don't open into a wall

- Added a lot of detail to the exit location – finished main structure of the tower. Apart from the parts of the tower, which are in the exterior cell, no interior cells have been made yet for the fort, but I did interconnect all the doors to make most of its parts accessible. The door on the top of the tower is one-way only, for some reason, so you'll have to jump or fast travel from there, but there really isn't a reason to go there yet.

- Added NPCs in the hold, hand-crafted them only to lose all this work by setting them to a base actor class in an effort to make them hostile. As reverting to a backup would mean a loss of even more work, all NPCs in the fort are now bandits. Friendly bandits. The one thing I was trying to achieve with  the setting, I did not get. It seems I will have to read a lot, before I can figure out how to make the fort-dwellers attack you. All the tutorials I have watched seem to avoid this topic. Suggestions welcome.
- Successfully tested navmeshing and idle behavior. The NPCs perform their routines exactly as defined. I haven't refined this yet, so they seem a little bit restless.

- I actually went through the maze, with the help of my hand-drawn blueprint, and verified that the exit actually can be reached, and that it teleports correctly into the exit location

 

What's new in version 0.2:

- Fixed some misalignments, courtesy of alster523

- Added/replaced some clutter

- Finalized doors and extended exit corridor to roughly correspond with exterior scenery (bring lockpicks)

- Aligned door teleport markers

- Connected exit door to a new hold

- The hold is exterior only ATM, unfinished, the gate does not open yet, but you should be able to fast-travel

- added some haze

 

 

 


  • Submitter
  • Submitted
    01/20/2021
  • Category
  • Requires
    ZAZ8 (hard), Sexlab Framework163 (for v1.0d and lower), Devious Devices 5 (for v1.0d and lower)
  • Regular Edition Compatible
    No

 

Link to comment

First pit - I got stuck behind the wooden spikes (I jumped over a boulder to try to find the entrance).

 

Reloaded, found the first and second pit, and entrance. Had a while wandering around - nothing I saw was wrong (besides it being dark - but that's intentional). Explored maybe around, went to second floor and found another set of steps back to the first - and got back to the original entrance.

 

Exit not found - but interested to see what you do with it. Managing the lighting aspect and whatever else you've planned could be an interesting concept.

 

No issues, I look forward to the next iteration!

 

(I've spent the last few days trying to get sexlab / DD to compile so I can play around with them on my own idea for a mod (eventually got them both to compile) - so if you are struggling - give me a shout - I maybe able to help).

Link to comment
18 hours ago, philo221 said:

found the first and second pit

I wasn't aware that there's a second pit. (edit - you mean the entrance cell, of course, somehow I thought I messed up and made another hole in the exterior)

18 hours ago, philo221 said:

being dark - but that's intentional

Yes, that's one of the main features of this mod, and I plan to expand on it quite some.

18 hours ago, philo221 said:

Exit not found

Yes :) I've been playing around with labyrinths ever since I was 10, fascinated by them since the age of 4, so I have quite a bit of practice creating elaborate ones that are hard to crack. It should be possible to find the exit, though. I plan to create an early version today.

18 hours ago, philo221 said:

if you are struggling - give me a shout

Thanks! I'll definitely take you up on that offer. I think I should finish all of the main cells and maybe NPCs and Quests, before integrating external mods. As I have no Idea yet, how this is done, help will be much appreciated.

 

15 hours ago, idfkHonestly said:

Also DD has an effect that disables the compass when you put a blindfold on, maybe you could check that?

Thanks, that's very useful to know. I'll try and keep that in mind, when I get to external mod integration. Another thing I would really like to do, is to disable the local map. I think this should be possible with the vanilla assets, as I vaguely remember encountering it somewhere in the game. Probably a checkbox in cell preferences, which I have overlooked, so far.

On the other hand, thanks to the second level, the map is hardly of any use anyway, besides locating misalignments to repair.

11 hours ago, Kgutz said:

This is the first mod ever that I pressed the like button for lol. I'm interested to see what you've got in store for this. 

Thanks, I really appreciate that. Believe me, I already have a heap of ideas for this, which is probably enough for at leas a year's worth of work... And thanks to you guys, I think I will have the motivation, too.

So thanks for the feedback, this will keep me going. Also thanks to alster523, who pointed out two misalignments to me. Those are fixed now and should be uploaded before I go to sleep today, hopefully along with the exit.

Link to comment
7 minutes ago, nun56unn5ufg said:

I hear if you ever find yourself in a maze you should "keep to right" or drop tracers on the ground.

Keeping the the right or left only works if all the walls connevt to each other, since i do not belive this one works that way that strategy shouldint work very well if at all.

Link to comment

I'll be keeping my eye on this one. 

 

If you're looking to disable local map, Sexlab Survival has a mechanic where if you try to use the map without having a physical item of Map & Compass, it just immediately closes. From what I remember it closes before the local map has a chance to appear. This mod also hides the compass. Maybe that helps? I don't know if you'll need permission to use it from the mod author. 

Link to comment
2 hours ago, nun56unn5ufg said:

I hear if you ever find yourself in a maze you should "keep to right" or drop tracers on the ground.

 

2 hours ago, alster523 said:

Keeping the the right or left only works if all the walls connevt to each other, since i do not belive this one works that way that strategy shouldint work very well if at all.

Yes, the maze is designed so that this strategy (keeping to one side) should not work. As for the traces, right now, that probably will work, but when (if) I get to it, I might look into the mechanic by which dropped items disappear in towns and the exteriors used by vanilla Skyrim, to remove dropped objects (or even better, to respawn them somewhere else :)

2 hours ago, Zansir said:

Sexlab Survival has a mechanic

Thanks for the tip. I am fairly certain, though, that the feature exists in vanilla Skyrim, so I'd preferably use that one. I want to keep things as simple as possible, so I don't mess up. It's my first mod, after all. But in case there is no other way, I'll keep this in mind.

 

1 hour ago, mrc0580 said:

Hope this MOD finishing, I'm really interesting in it.

I hope so, too, thanks! The exit is shaping up nicely. Nearly at the point of adding NPCs. Later tonight I'll post an updated version (most likely without NPCs)...

Link to comment

i love this! i was hoping to find an LE version but seeing as this is new, i don't see why you'd bother putting yourself through that simultaneously. i hope steam puts SE on sale soon because i have zero issues with keeping two mod folders ? please continue pursuing this, i love mazes AND DDevices. I suggest, if possible, an MCM setting for the NPCs where you can set how they speak to you and such (depending on what you intend for them to do). For instance, setting them to all male or all female (if that's how they work), aggression levels(?), ability to hear player(?), how they refer to the PC(male, female). Please do keep in mind, i've never made a mod, but i'd do that(if/where applicable). ?  

Link to comment
7 hours ago, RubiiSugar said:

i love this! i was hoping to find an LE version

Thanks. As this is, so far, just a bunch of static objects, I don't see why this shouldn't work in LE, but then again, I'm very new to this, so I don't know all the ins and outs of compatibility. I am developing it in SSE, because my primary focus is on VR, which makes the getting lost experience so much more intense.
 

 

7 hours ago, RubiiSugar said:

if possible, an MCM setting

For now, I will be content if I manage to insert meaningful NPCs at all, as said, very new to this.

 

7 hours ago, RubiiSugar said:

i've never made a mod, but i'd do that(if/where applicable)

Of course, anyone is free to take my mod and reshape it to fit their desires. The only exception is if they were to do something illegal, e.g. under-age actors, but that goes without saying...

Link to comment

I was not sure what to expect when checking out your maze so here is what I found.

1) landed in a rather large lake after after entering the maze. ( no killer fish thankfully)

2) found the entrance and entered and ran around, could not see any faults with your building etc.

3) found the stairs and again no problems with building.

4) found a door requiring a key ( to be picked up later in the mod I presume.

 

What you have done so far is looking good and I know what it takes to mod. I am one of three still modding Dragon Age. I build all the areas, castles, towns,villages,caves and interiors etc. even a few mazes. hence  I concentrated on the building its self.

 

I have found that players get very frustrated when they have to think about what to do and have no map etc to help them. not sure if this is possible in CK but in Dragon Age you can

produce a map but have what ever part or parts of the map hidden.

 

You have the potential in this mod to produce a master piece.

 

Stay safe in these perilous times.

Link to comment
3 hours ago, commodore128d3 said:

You have the potential in this mod to produce a master piece.

Thank you for your praise.

3 hours ago, commodore128d3 said:

found a door requiring a key

That's just a deception to confuse the poor souls trapped into thinking they actually have a chance. I do not intend for the doors requiring a key to be ever opened.
 

 

3 hours ago, commodore128d3 said:

players get very frustrated when they have to think about what to do and have no map etc

That is the whole point of this maze. The goal is to invoke desperation, ideally in combination with something like iNeed. But I promise you, the exit can be found and should work now. Except the exit location is still under construction. alster523 has found a few other bad pieces in the bottom floor, those should be updated tonight. Right now, I am finalizing the exterior of the exit location, almost done. Then the real fun starts.
 

 

3 hours ago, commodore128d3 said:

I am one of three still modding Dragon Age.

That is very commendable. Unfortunately, I never took much liking to DA (though I am sure the game is great), as I always disliked the way the world was limited to just a bunch of separate locations. In games like these I need there to be an open world to enjoy them, or at least a continuous one.

I hope you'll enjoy the mod, as it develops.

Link to comment
4 hours ago, gargamel9 said:

Thank you for your praise.

That's just a deception to confuse the poor souls trapped into thinking they actually have a chance. I do not intend for the doors requiring a key to be ever opened.
 

 

That is the whole point of this maze. The goal is to invoke desperation, ideally in combination with something like iNeed. But I promise you, the exit can be found and should work now. Except the exit location is still under construction. alster523 has found a few other bad pieces in the bottom floor, those should be updated tonight. Right now, I am finalizing the exterior of the exit location, almost done. Then the real fun starts.
 

 

That is very commendable. Unfortunately, I never took much liking to DA (though I am sure the game is great), as I always disliked the way the world was limited to just a bunch of separate locations. In games like these I need there to be an open world to enjoy them, or at least a continuous one.

I hope you'll enjoy the mod, as it develops.

Dragon Age(Origins) and the toolset just like Skyrim and the CK made the original 100% better with things being done the game makers never dreamed of.

 

Link to comment
6 minutes ago, commodore128d3 said:

made the original 100% better with things being done the game makers never dreamed of

I can believe that, seeing what people did with TES... Whenever you have to operate in a corporate environment, it's a major impediment to creativity.

Link to comment
15 minutes ago, gargamel9 said:

I can believe that, seeing what people did with TES... Whenever you have to operate in a corporate environment, it's a major impediment to creativity.

Atleast Bethesda is rather decent with allowing mods to be made in the first place unlike some dev's i could name.

Link to comment

This is a great idea. I'm going to download and try this later today. I loved drawing and solving mazes as a kid. Let's see how rusty I got after 40 years.

 

Concerning map and compass: SL Survival has an option which turns off both map and compass unless you either craft or purchase an actual physical map. It can also be customised in MCM as to the method of achieving that (ini file, transparency, etc.)

I believe Cursed Loot also has it if you're wearing certain restraints.

You may want to have a look at that.

Link to comment
12 minutes ago, belegost said:

This is a great idea.

Thank you kindly, sir. I hope my maze will live up to your expectation. I can tell you that even with the blueprint in my hand, it was quite hard to find the exit. But it can be reached in a walking distance of about 100 segments, so theoretically in about two minutes.

15 minutes ago, belegost said:

Concerning map and compass

Thanks for the tip, For now, I don't want to rely on other mods' functionalities, other than assets, not until I understand what I am doing. But I am quite sure that there is a vanilla feature in Skyrim to disable the local map. I can definitely remember having encountered it in the vanilla game, so I'd prefer to use that. But you probably mean that I should take a look at how they do it, which I would, if I knew where to look. I'm just at the beginning of my modding journey, so it'll probably be some time, before I can see and understand what other peoples' mods are doing. But I'll keep at it. Right now, the only way I would be able to do this would be if someone told me step-by-step exactly what to do.

Link to comment
3 hours ago, gargamel9 said:

I can tell you that even with the blueprint in my hand, it was quite hard to find the exit. But it can be reached in a walking distance of about 100 segments, so theoretically in about two minutes.

 

*whips out a checkered paper notebook and dusts off a pencil and an eraser*

 

Well, will do it the old school way, just like in the 80's.

Link to comment
7 hours ago, belegost said:

This is a great idea. I'm going to download and try this later today. I loved drawing and solving mazes as a kid. Let's see how rusty I got after 40 years.

 

Concerning map and compass: SL Survival has an option which turns off both map and compass unless you either craft or purchase an actual physical map. It can also be customised in MCM as to the method of achieving that (ini file, transparency, etc.)

I believe Cursed Loot also has it if you're wearing certain restraints.

You may want to have a look at that.

Cl has it in a blindfold 9r,mask the,obly issue there is that it also blurrs you vision and it only removes the compass.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use